UX for Virtual Reality
Making VR for the Casual User
As most users coming into VR will be casual and not have any peripherals beyond a cardboard headset and mobile phone, the challenge is to use only interfaces that only require these items such as Gaze Navigation.
Methods
This requires understanding visual angle theta, that is the measurement of the distance divided by the angle of measurement taken by the iris so we can find the threshold of understanding that the element is an interface. One way to make an interface standout is to use a separate foreground to background palette. Testing is done by using capture software and while giving a users tasks.